Techno Witch - 10 Levels
To qualify to become an Techno Witch, a character must fulfill the following criteria:
Intelligence: 16
Skills: Computer Use 10 ranks, Craft: Electronics 5 ranks, Repair 5 ranks, Hacking 5 ranks
Level 10 Character
The Techno Witch's class skills are as follows.
Computer Use (Int), Disable Device (Dex), Hacking (Int), Knowledge: Arcana (Int), Read/Write Language (none), Speak Language (none), Spellcraft (Int).
Skill Points at Each Level: 7 + Int modifier.
Base Attack Bonus
Fort Save
Ref Save
Will Save
Class Features
Defense Bonus
1st
+0
+1
+1
+1
Magic Skills, Arcane Spells,
Read/Write Code
+0
2nd
+1
+2
+2
+2
Electronic Empathy,
Arcane Spells
+1
3rd
+1
+2
+3
+2
Arcane Spells, Bonus Feat
+2
4th
+2
+2
+3
+2
Arcane Spells, Remote Connection
+2
5th
+2
+3
+4
+3
Arcane Spells, Program Spell
+3
6th
+3
+3
+5
+3
Arcane Spells, Bonus Feat
+4
7th
+3
+3
+6
+4
Arcane Spells, Smart Hero Talent
+4
8th
+4
+4
+6
+4
Arcane Spells, Online Casting
+5
9th
+5
+4
+7
+5
Arcane Spells, Bonus Feat
+5
10th
+6
+4
+8
+6
Arcane Spells, Magi-Hack
+5
- Spell Levels 0 through 5 Known By Class Level -
Level
- 0 lvl Spells -
-1st lvl Power -
- 2nd lvl Power -
-3rd lvl Power -
-4th lvl Power -
- 5th lvl Power -
1st
3
1
-
-
-
-
2nd
3
2
-
-
-
-
3rd
3
3
-
-
-
-
4th
4
3
1
-
-
-
5th
4
3
2
-
-
-
6th
4
3
2
1
-
-
7th
5
4
3
2
-
-
8th
5
4
3
2
1
-
9th
5
5
4
3
3
1
10th
5
5
4
3
3
3
At 3rd, 6th, and 9th level, the Techno Witch gets a bonus feat. The bonus feat must be selected from the following list, and the Techno Witch must meet all of the prerequisites for the feat to select it.
Armor Proficiency (light), Builder, Educated, Gearhead, Greater Spell Focus, Greater Spell Penetration, Meticulous, Spell Focus, Spell Penetration, or Studious.
Arcane Spells and Armor: The Techno Witch can become proficient in the use of armor, and while his limitations are not as great as the traditional Witch, he still has a difficult time casting most arcane spells while wearing it. Armor restricts movement, making the complicated gestures needed to cast spells with somatic components harder to perform. When casting an arcane spell with a somatic component, the chance of arcane spell failure depends on the type of armor being worn, as shown below.
Armor Type
Arcane Spell Failure, Proficient
Arcane Spell Failure, Nonproficient
Light
0%
10%
Medium
10%
20%
Heavy
20%
30%
Electronic Empathy
At 2nd Level, the Techno Witch is so comfortable with technology that they gain a +2 competence bonus with any electronic device.
Magi-Hack
The Techno Witch may add their Techno Witch level to Hacking checks if using Magic to make a hack attempt.
Online Casting
At 8th level, the Techno Witch can cast spells through electronic devices, including cameras, cell phones, and modems. If the spell requires the caster to be seen, then the target must see the caster, if it requires the caster to be heard, then the target must be able to hear the caster. Range is determined from the caster to the pick-up device (camera, keyboard, etc.) and then from the device to its target. The space between keyboard and monitor, or camera and screen, is not considered. The Techno Witch must be able to see or otherwise be able to determine the location of her target ("person at the keyboard" is a suitable target). Spells cast online are less effective, such that the target gets a +4 circumstance bonus on saving throws.
Program Spell
At 5th level, the Techno Witch may spend an action point to insert a spell within a particular analog or digital device, such that by touching a key (or flicking a switch), the spell activates. All variables of the spell are set at the time of casting. Casting a spell takes the normal amount of time; discharging a programmed spell is an attack action.
Read/Write Code
The Techo Witch can understand both the nature of raw computer code and what the program is intended to accomplish when implemented. On a successful Decipher Script check (DC 10 + Computer Use skill modifier of the code’s author), the Techno Witch can determine both the function of the program and any bugs or potential weak points in the design. If weak points are found, the Techno Witch gains a +2 insight bonus on Computer Use checks attempting to degrade the program.
Remote Connection
At 4th level, the Techno Witch may connect to their primary computer using a magic connection. It is a mental connection and this connection can be done as a standard action. The connection can be maintained for a number of hours equal to their Techno Witch level before having to reconnect again. The primary computer must be within range equal to 100 ft/per Techno Witch level and if the computer is turned off, it may be turned back on unless it is out of power. Thick walls can inhibit the connection, requiring a DC 20 Concentration Check to establish or maintain a connection. If the Techno Witch is stunned, falls unconscious or sleeps then then connection is broken and will need to be re-established. There can also be instances were the connection can be broken, and depending on the method, with a Will Save or Concentration check will be needed.
Smart Hero Talent
At 7th level, the Techno Witch selects a talent from any Smart Hero talent tree (see Smart Hero in the D20 Core Book). The Techno Witch must meet all the prerequisites for the talent to select it.
Witch Defender - 10 Levels
To qualify to become an Witch Defender, a character must fulfill the following criteria:
Constitution: 16
Skills: Spot 10 ranks, Listen 5 ranks, Sense Motive 5 ranks, Treat Injury 5 ranks
Level 10 Character
The Witch Defender's class skills are as follows.
Knowledge: Arcana (Int), Listen (Wis), Read/Write Language (none), Speak Language (none), Spellcraft (Int), Spot (Wis), Treat Injury (Wis)
Skill Points at Each Level: 5 + Int modifier.
Base Attack Bonus
Fort Save
Ref Save
Will Save
Class Features
Defense Bonus
1st
+0
+1
+1
+1
Magic Skills, Arcane Spells
+0
2nd
+0
+2
+2
+2
Arcane Spells, Spell Focus
+1
3rd
+1
+2
+3
+2
Arcane Spells, Bonus Feat,
Practiced Defense
+2
4th
+1
+3
+3
+2
Arcane Spells, Spell Focus
+2
5th
+2
+3
+4
+3
Arcane Spells, Practiced Defense
+3
6th
+2
+3
+5
+3
Arcane Spells, Bonus Feat, Greater Spell Focus
+4
7th
+3
+3
+6
+4
Arcane Spells, Fast Hero Talent
+5
8th
+3
+4
+6
+4
Arcane Spells, Greater Spell Focus
+6
9th
+4
+4
+7
+5
Arcane Spells, Bonus Feat, Spell Focus
+6
10th
+5
+4
+8
+6
Arcane Spells, Greater Spell Focus
+7
- Spell Levels 0 through 5 Known By Class Level -
Level
- 0 lvl Spells -
-1st lvl Power -
- 2nd lvl Power -
-3rd lvl Power -
-4th lvl Power -
- 5th lvl Power -
1st
2
1
-
-
-
-
2nd
3
2
-
-
-
-
3rd
3
3
-
-
-
-
4th
4
3
1
-
-
-
5th
4
3
2
-
-
-
6th
4
4
2
1
-
-
7th
4
4
3
2
-
-
8th
5
4
3
2
1
-
9th
5
5
4
2
2
1
10th
5
5
4
3
3
3
At 3rd, 6th, and 9th level, the Modern Sorcerer may add a bonus feat from the following list: Attentive, Archaic Weapons Proficiency, Combat Expertise, Confident, Frightful Presence, Low Profile, Nimble, Focused.
Arcane Spells and Armor:
Armor Type
Arcane Spell Failure, Proficient
Arcane Spell Failure, Nonproficient
Light
10%
20%
Medium
15%
30%
Heavy
25%
50%
Practiced Defense
When someone casts a spell on you from the same school that you have applied Spell Focus to, you gain a +2 to your saving throw (if applicable).
Spell Focus
Choose a school of magic.
Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school of magic.
Greater Spell Focus
Choose a school of magic to which you already have applied the Spell Focus feat.Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select. This bonus stacks with the bonus from Spell Focus.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school of magic to which you already have applied the Spell Focus feat.
Techno Witch - 10 Levels
To qualify to become an Techno Witch, a character must fulfill the following criteria:
Intelligence: 16
Skills: Computer Use 10 ranks, Craft: Electronics 5 ranks, Repair 5 ranks, Hacking 5 ranks
Level 10 Character
The Techno Witch's class skills are as follows.
Computer Use (Int), Disable Device (Dex), Hacking (Int), Knowledge: Arcana (Int), Read/Write Language (none), Speak Language (none), Spellcraft (Int).
Skill Points at Each Level: 7 + Int modifier.
Read/Write Code
Arcane Spells
At 3rd, 6th, and 9th level, the Techno Witch gets a bonus feat. The bonus feat must be selected from the following list, and the Techno Witch must meet all of the prerequisites for the feat to select it.
Armor Proficiency (light), Builder, Educated, Gearhead, Greater Spell Focus, Greater Spell Penetration, Meticulous, Spell Focus, Spell Penetration, or Studious.
Arcane Spells and Armor: The Techno Witch can become proficient in the use of armor, and while his limitations are not as great as the traditional Witch, he still has a difficult time casting most arcane spells while wearing it. Armor restricts movement, making the complicated gestures needed to cast spells with somatic components harder to perform. When casting an arcane spell with a somatic component, the chance of arcane spell failure depends on the type of armor being worn, as shown below.
Electronic Empathy
At 2nd Level, the Techno Witch is so comfortable with technology that they gain a +2 competence bonus with any electronic device.
Magi-Hack
The Techno Witch may add their Techno Witch level to Hacking checks if using Magic to make a hack attempt.
Online Casting
At 8th level, the Techno Witch can cast spells through electronic devices, including cameras, cell phones, and modems. If the spell requires the caster to be seen, then the target must see the caster, if it requires the caster to be heard, then the target must be able to hear the caster. Range is determined from the caster to the pick-up device (camera, keyboard, etc.) and then from the device to its target. The space between keyboard and monitor, or camera and screen, is not considered. The Techno Witch must be able to see or otherwise be able to determine the location of her target ("person at the keyboard" is a suitable target). Spells cast online are less effective, such that the target gets a +4 circumstance bonus on saving throws.
Program Spell
At 5th level, the Techno Witch may spend an action point to insert a spell within a particular analog or digital device, such that by touching a key (or flicking a switch), the spell activates. All variables of the spell are set at the time of casting. Casting a spell takes the normal amount of time; discharging a programmed spell is an attack action.
Read/Write Code
The Techo Witch can understand both the nature of raw computer code and what the program is intended to accomplish when implemented. On a successful Decipher Script check (DC 10 + Computer Use skill modifier of the code’s author), the Techno Witch can determine both the function of the program and any bugs or potential weak points in the design. If weak points are found, the Techno Witch gains a +2 insight bonus on Computer Use checks attempting to degrade the program.
Remote Connection
At 4th level, the Techno Witch may connect to their primary computer using a magic connection. It is a mental connection and this connection can be done as a standard action. The connection can be maintained for a number of hours equal to their Techno Witch level before having to reconnect again. The primary computer must be within range equal to 100 ft/per Techno Witch level and if the computer is turned off, it may be turned back on unless it is out of power. Thick walls can inhibit the connection, requiring a DC 20 Concentration Check to establish or maintain a connection. If the Techno Witch is stunned, falls unconscious or sleeps then then connection is broken and will need to be re-established. There can also be instances were the connection can be broken, and depending on the method, with a Will Save or Concentration check will be needed.
Smart Hero Talent
At 7th level, the Techno Witch selects a talent from any Smart Hero talent tree (see Smart Hero in the D20 Core Book). The Techno Witch must meet all the prerequisites for the talent to select it.
Witch Defender - 10 Levels
To qualify to become an Witch Defender, a character must fulfill the following criteria:
Constitution: 16
Skills: Spot 10 ranks, Listen 5 ranks, Sense Motive 5 ranks, Treat Injury 5 ranks
Level 10 Character
The Witch Defender's class skills are as follows.
Knowledge: Arcana (Int), Listen (Wis), Read/Write Language (none), Speak Language (none), Spellcraft (Int), Spot (Wis), Treat Injury (Wis)
Skill Points at Each Level: 5 + Int modifier.
Practiced Defense
Arcane Spells and Armor:
Practiced Defense
When someone casts a spell on you from the same school that you have applied Spell Focus to, you gain a +2 to your saving throw (if applicable).
Spell Focus
Choose a school of magic.
Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school of magic.
Greater Spell Focus
Choose a school of magic to which you already have applied the Spell Focus feat.Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select. This bonus stacks with the bonus from Spell Focus.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school of magic to which you already have applied the Spell Focus feat.